Skills in Wasteland 3 determine the character's active and passive actions in both combat, exploration, and interactions. Skills are categorized into four groups, Exploration Skills which focuses on talents that increase the effectiveness and awareness of the character's surroundings, Combat Skills that allow the player to better familiarize and master the various weapons in the game, and Social Skills that help the player improve their interactions towards characters. This page contains a full list of all the skills in the game.

 

Wasteland 3 Skills

All Skills Table

 

Name
Skill Category
Effect
Perks

Automatic Weapons
Automatic Weapons

Combat Skills Assault Rifle hit chance +3% to +30%
Submachine Gun hit chance +3% to +30%

Big Guns
Big Guns

Combat Skills Heavy Machine Gun hit chance +3% to +30%
Flamethrower hit chance +3% to +30%

Brawling
Brawling

Combat Skills Combat Speed +0.05
Brawling Weapon hit chance +3% to 30%

Melee Combat
Melee Combat

Combat Skills Blunt Weapon Hit Chance +3% to +30%
Bladed Weapon hit chance +3% to +30%

Small Arms
Small Arms

Combat Skills Semi Auto Pistol Hit Chance +3% to 30%
Revolver hit chance +3% to 30%
Pump Shotgun hit chance +3% to 30%
Auto Shotgun hit chance +3% to 30%

Sniper Rifles
Sniper Rifles

Combat Skills Sniper Rifle Hit Chance +3% to +30%

Animal Whisperer
Animal Whisperer

General Skills Tame animals (Difficulty 1 or less) to (Difficulty 10 or less)
Animal Companion Damage +5% to +50%

Explosives
Explosives

General Skills Explosive Resistance +3% to +30%
Explosive Damage Bonus +5% to +50%
Disarm Land and Mines and Traps (Difficulty 1 or less) to (Difficulty 10 or less)

First Aid
First Aid

General Skills Healing Item Effectiveness +3% to 30%
Healing When reviving Allies +10% to 100%
Use Healing Items requiring 1 to 10 First Aid

Sneaky Shit
Sneaky Shit

General Skills Reception +1% to +10%
Initiative +4 to 40%
Detection Attack Damage 0.3% seconds to 3.0% seconds
Disarm Alarms (Difficulty 1 or less) to (Difficulty 10 or less)

Weird Science
Weird Science

General Skills Energy Damage Bonus +3% to 30%
Fire Damage Bonus +3% to 30%
Cold Damage Bonus +3% to 30%
Use items requiring 1 to 10 weird science

Armor Modding
Armor Modding

Exploration Skills Install Armor Mods (Difficulty 1 to 10 or less)

Lockpicking
Lockpicking

Exploration Skills Pick Locks (Difficulty 1 to 10 or less)
Crack Safes (Difficulty 1 to 10 or less)
  • none

Nerd Stuff
Nerd Stuff

Exploration Skills Hack Computers (Difficulty 1 to 10 or less)
Hack Robots (Difficulty 1 to 10 or less)

Mechanics
Mechanics

Exploration Skills Damage Vs. Robots +3% to 30%
Damage Vs. Vehicles +3% to 30%
Damage Vs. Synths +3% to 30%
Fix Generators and Machines (Difficulty 1 to 10 or less)

Survival
Survival

Exploration Skills Damage Vs. Animals +3% to 30%
Damage Vs. Mutants +3% to 30%
Avoid World Map Encounters (Difficulty 1 to 10 or less)

Toaster Repair
Toaster Repair

Exploration Skills Repair Toasters (Difficulty 1 to 10 or less)

Weapon Modding
Weapon Modding

Exploration Skills Install Weapon Mods (Difficulty 1 to 10 or less)
Field Stripping Scrap +10% to 100%

Barter
Barter

Social Skills Sell Value +50%
Buy Cost -1%

Hard Ass
Hard Ass

Social Skills Succeed at Hard Ass skills Checks (Difficulty 1 to 10 or less)
  • None

Kiss Ass
Kiss Ass

Social Skills Succeed at Kick Ass skills Checks (Difficulty 1 to 10 or less)
  • None

Leadership
Leadership

Social Skills Nearby Allies Gain: +1% to +10% Hit Chance
Nearby Bonus on Boss Kill: +2.5% to +25% Damage
Ally Bonus on Multi-Kill: +2% to +20% Crit Chance
Ally Bonus on Revive: +2% to +20% CON Healed

 




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    • Anonymous

      The first post is right on most of it, except for INT. Unlike EVERY other title like this one (Fallout 1+ or Wasteland 2) INT does NOT give skill points per level. In WL3 2 points of INT grants you a single skill point. This means that if you leave INT at the default 2 starting level then you will begin the game with 4 skill points, if you upgrade to 10 INT you would start with 8 skill points meaning at level 35 you would have a range of 105 / 110 skill points, with Poindexter quirk 122 / 127 skill points.

      The Skill cost chart is:
      Lvl 1-3 pts 1
      Lvl 4-5 pts 2
      Lvl 6-7 pts 3
      Lvl 8 pts 4
      Lvl 9 pts 5
      Lvl 10 pts 6
      Total 28 pts

      Therefore a character with 1 INT and nothing else (105) could Max 3 skills (84) and have 21 pts left over.
      A Character with 2 INT and Poindexter quirk (123) could Max 4 skills (112) with 11 pts left over.
      If a Char with Int 1 and Poindexter saved 3 skill books to gain the final point at Skill 10 (6 pts), or 2 books and a +1 Skill Item they could max 5 skills (140).

      • Anonymous

        NOT counting the weapon skills, there are sixteen non combat related skills in the game. With a party of four that means each character would have to take four skills besides their weapon choice to max every skill in the game. Effectively it means you will need the two companion slotted characters to ease off the costs as levels increase. Skill books can only be used once, but they do help. So will utility items. At level 35 with a skill point gain of three/level max; you'll get 105 skill points. This does not take Pointdexter into consideration, but at 1 skill point every two levels it adds another 17 for a total of 122 skill points with some trade offs. Using the skill books as with WL2 at rank 10 of the skill will shave a significant amount of those points off cost. It reputedly takes 28 skill points to max a skill straight up. Which in raw numbers marks out the skills maxed per playthrough as 4 with three more added ranks. Using the above methods to work around, you could PERHAPS get it to five for one member of your team. If you REALLY plan things out, and get all the desired utility gear to let you leave most non combat skills at effectively rank 8. Leaving this here to help out others in my boat. It's the best Mathz I can do, which isn't saying much.

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